//------------------------------------------------------------------------- /* Copyright (C) 2015 EDuke32 developers and contributors Copyright (C) 2015 Voidpoint, LLC This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include #include #include "SDL_scancode.h" #include "SDL_main.h" #include "TouchControlsContainer.h" #include "JNITouchControlsUtils.h" using namespace touchcontrols; extern "C" { #define DEFAULT_FADE_FRAMES 10 #include "in_android.h" #include "function.h" enum dukeinv_t { GET_STEROIDS, // 0 GET_SHIELD, GET_SCUBA, GET_HOLODUKE, GET_JETPACK, GET_DUMMY1, // 5 GET_ACCESS, GET_HEATS, GET_DUMMY2, GET_FIRSTAID, GET_BOOTS, // 10 GET_MAX }; #ifndef LOGI #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, "DUKE", __VA_ARGS__)) #define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, "DUKE", __VA_ARGS__)) #define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, "DUKE", __VA_ARGS__)) #endif droidsysinfo_t droidinfo; static bool hideTouchControls = true; static bool hasTouch = false; static bool weaponWheelVisible = false; static bool hwScaling = false; static bool controlsCreated = false; static bool backButtonEnabled = true; TouchControlsContainer controlsContainer; TouchControls *tcBlankTap; TouchControls *tcYesNo; TouchControls *tcMenuMain; TouchControls *tcBackButton; TouchControls *tcGameMain; TouchControls *tcGameWeapons; TouchControls *tcAutomap; TouchStick *touchJoyLeft; WheelSelect *weaponWheel; extern JNIEnv *env_; JavaVM *jvm_; Button *inv_buttons[GET_MAX]; std::string obbPath, gamePath; void AndroidPreDrawButtons() { glPushMatrix(); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0, droidinfo.screen_width, droidinfo.screen_height, 0, 0, 1); // glClearColor(1.0f, 1.0f, 0.0f, 1.0f); // glClear(GL_COLOR_BUFFER_BIT); // LOGI("AndroidPreDrawButtons"); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glColor4f(1, 1, 1, 1); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glMatrixMode(GL_MODELVIEW); } void AndroidPostDrawButtons() { glPopMatrix(); } void AndroidShowWheel(bool show) { if (!controlsCreated) return; if (show) { for (int n = 0; n < 10; n++) weaponWheel->setSegmentEnabled(n, (AndroidRead(R_PLAYER_GOTWEAPON) >> n) & 0x1); // Show inventory buttons tcGameWeapons->setAllButtonsEnabled(true); tcGameWeapons->fade(FADE_IN, 5); weaponWheelVisible = true; AndroidTimer(0); } else // hide { tcGameWeapons->setAllButtonsEnabled(false); weaponWheel->setTapMode(false); weaponWheelVisible = false; AndroidTimer(120); } } void AndroidShowKeyboard(int onf) { JNI_ShowKeyboard(onf); } namespace callbacks { void in_game(int state, int code) { if (!controlsCreated) return; switch (code) { case gamefunc_Fire: if (state && AndroidRead(R_SOMETHINGONPLAYER)) { AndroidAction(1, gamefunc_Quick_Kick); AndroidAction(0, gamefunc_Quick_Kick); } else AndroidAction(state, code); break; case KEY_SHOW_KBRD: if (state) JNI_ToggleKeyboard(); AndroidKeyEvent(state, SDL_SCANCODE_GRAVE, 0); break; case KEY_QUICK_CMD: if (state == 1) JNI_ShowCustomCommands(); break; case KEY_SHOW_INVEN: if (state) { if (!weaponWheelVisible) { weaponWheel->setTapMode(true); AndroidShowWheel(true); } else { AndroidShowWheel(false); } } break; case KEY_QUICK_SAVE: LOGI("QUICK SAVE"); AndroidKeyEvent(state, SDL_SCANCODE_F6, 0); break; case KEY_QUICK_LOAD: LOGI("QUICK LOAD"); AndroidKeyEvent(state, SDL_SCANCODE_F9, 0); break; default: AndroidAction(state, code); break; } } void inv_button(int state, int code) { AndroidAction(state, code); if (state == 0) { // Inventory chosen, hide them and wheel AndroidShowWheel(false); } } void menu_button(int state, int code) { AndroidKeyEvent(state, code, code); if (controlsContainer.editingControls) controlsContainer.editorButtonPress(); } void menu_select(int action, float x, float y, float dx, float dy) { AndroidMouseMenu(x * droidinfo.screen_width, y * droidinfo.screen_height); if (action == MULTITOUCHMOUSE_DOWN || action == MULTITOUCHMOUSE_UP) AndroidMouseMenuButton(action == MULTITOUCHMOUSE_DOWN, 0); } void proceed(int state, int code) { if (AndroidRead(R_PLAYER_DEAD_FLAG)) { if (state) { AndroidAction(1, gamefunc_Open); AndroidAction(0, gamefunc_Open); } } else AndroidKeyEvent(state, SDL_SCANCODE_RETURN, 0); } void show_wheel(int enabled) { AndroidShowWheel(enabled ? true : false); } void select_weapon(int segment) { // LOGI("weaponWheel %d",segment); if (segment == -1 && droidinput.quickSelectWeapon) segment = AndroidRead(R_PLAYER_LASTWEAPON); if (segment != -1) AndroidAction(2, gamefunc_Weapon_1 + segment); } void left_double_tap(int state) { // LOGI("L double %d, droidinput.left_double_action = %d",state,droidinput.left_double_action); if (droidinput.left_double_action != -1) AndroidAction(state, droidinput.left_double_action); } void right_double_tap(int state) { // LOGTOUCH("R double %d",state); if (droidinput.right_double_action != -1) AndroidAction(state, droidinput.right_double_action); } void look(int action, float x, float y, float dx, float dy) { // LOGI(" mouse dx = %f, dy = %f",dx,dy); if (weaponWheelVisible) return; float const scale = .1f; AndroidLook(dx * droidinput.yaw_sens * scale, -dy * droidinput.pitch_sens * scale * (droidinput.invertLook ? -1.f : 1.f)); } void automap_multitouch_mouse_move(int action, float x, float y, float dx, float dy) { if (action == MULTITOUCHMOUSE_MOVE) AndroidAutomapControl(0, dx, dy); else if (action == MULTITOUCHMOUSE_ZOOM) AndroidAutomapControl(x, 0, 0); } void move(float joy_x, float joy_y, float mouse_x, float mouse_y) { // LOGI("left_stick joy_x = %f, joy_y = %f",joy_x,joy_y); AndroidMove(joy_y * droidinput.forward_sens, -joy_x * droidinput.strafe_sens); } } void AndroidToggleButtonEditor(void) { controlsContainer.editorButtonPress(); } void AndroidTouchInit(int width, int height, const char *graphics_path) { GLScaleWidth = (float)width; GLScaleHeight = (float)-height; ScaleY = nearbyintf(((float) height/(float) width) * ScaleX); LOGI("initControls %d x %d,x path = %s", width, height, graphics_path); if (controlsCreated) return; LOGI("creating controls"); setGraphicsBasePath(graphics_path); controlsContainer.pre_draw.connect(sigc::ptr_fun(&AndroidPreDrawButtons)); controlsContainer.post_draw.connect(sigc::ptr_fun(&AndroidPostDrawButtons)); tcBlankTap = new TouchControls("blank_tap", false, false); tcYesNo = new TouchControls("yes_no", false, false); tcMenuMain = new TouchControls("menu", false, false); tcBackButton = new TouchControls("back", false, false); tcGameMain = new TouchControls("game", false, true, 1); tcGameWeapons = new TouchControls("weapons", false, false); tcAutomap = new TouchControls("automap", false, false); ///////////////////////// BLANK TAP SCREEN ////////////////////// // One button on whole screen with no graphic, send a return key tcBlankTap->addControl(new Button("whole_screen", RectF(0, 0, 26, 16), "", SDL_SCANCODE_RETURN)); tcBlankTap->signal_button.connect(sigc::ptr_fun(&callbacks::proceed)); ///////////////////////// YES NO SCREEN ///////////////////// tcYesNo->addControl(new Button("enter", RectF(16, 9, 18, 11), "yes", SDL_SCANCODE_RETURN)); tcYesNo->addControl(new Button("esc", RectF(8, 9, 10, 11), "no", SDL_SCANCODE_ESCAPE)); tcYesNo->signal_button.connect(sigc::ptr_fun(&callbacks::menu_button)); // menu and shared back button MultitouchMouse *mouseMenu = new MultitouchMouse("mouse", RectF(0, 0, 26, 16), ""); mouseMenu->signal_action.connect(sigc::ptr_fun(&callbacks::menu_select)); mouseMenu->setHideGraphics(true); tcMenuMain->addControl(mouseMenu); Button *console_button = new Button("keyboard", "Development console", RectF(8, 0, 10, 2), "keyboard", KEY_SHOW_KBRD, false, true); tcMenuMain->addControl(console_button); tcBackButton->addControl(new Button("menu_back", RectF(0, 0, 2, 2), "arrow_left", SDL_SCANCODE_ESCAPE)); tcBackButton->signal_button.connect(sigc::ptr_fun(&callbacks::menu_button)); // main controls tcGameMain->setAlpha(droidinput.gameControlsAlpha); tcGameMain->addControl(new Button("use", RectF(20, 4, 23, 7), "use", gamefunc_Open)); tcGameMain->addControl(new Button("fire", RectF(20, 7, 23, 10), "fire2", gamefunc_Fire)); tcGameMain->addControl(new Button("jump", RectF(23, 6, 26, 9), "jump", gamefunc_Jump)); tcGameMain->addControl(new Button("crouch", RectF(24, 12, 26, 14), "crouch", gamefunc_Crouch)); tcGameMain->addControl(new Button("kick", "Mighty Foot", RectF(23, 3, 26, 6), "boot", gamefunc_Quick_Kick, false, true)); Button *map_button = new Button("map", "Overhead map", RectF(6, 0, 8, 2), "map", gamefunc_Map, false, true); tcGameMain->addControl(map_button); Button *inv_button = new Button("show_inventory", "Inventory", RectF(24, 0, 26, 2), "inv", KEY_SHOW_INVEN); tcGameMain->addControl(inv_button); tcGameMain->addControl(new Button("next_weapon", "Next weapon", RectF(0, 3, 3, 5), "next_weap", gamefunc_Next_Weapon, false, true)); tcGameMain->addControl(new Button("prev_weapon", "Previous weapon", RectF(0, 5, 3, 7), "prev_weap", gamefunc_Previous_Weapon, false, true)); tcGameMain->addControl(new Button("quick_save", "Save game", RectF(22, 0, 24, 2), "save", KEY_QUICK_SAVE, false, true)); tcGameMain->addControl(new Button("quick_load", "Load game", RectF(20, 0, 22, 2), "load", KEY_QUICK_LOAD, false, true)); tcGameMain->addControl(console_button); // Left stick touchJoyLeft = new TouchStick("stick", RectF(0, 7, 8, 16), "strafe_arrow"); tcGameMain->addControl(touchJoyLeft); touchJoyLeft->signal_move.connect(sigc::ptr_fun(&callbacks::move)); touchJoyLeft->signal_double_tap.connect(sigc::ptr_fun(&callbacks::left_double_tap)); // Mouse look for whole screen Mouse *mouse = new Mouse("mouse", RectF(3, 0, 26, 16), ""); mouse->signal_action.connect(sigc::ptr_fun(&callbacks::look)); mouse->signal_double_tap.connect(sigc::ptr_fun(&callbacks::right_double_tap)); mouse->setHideGraphics(true); tcGameMain->addControl(mouse); tcGameMain->signal_button.connect(sigc::ptr_fun(&callbacks::in_game)); // Automap MultitouchMouse *multimouse = new MultitouchMouse("gamemouse", RectF(0, 0, 26, 16), ""); multimouse->setHideGraphics(true); tcAutomap->addControl(multimouse); multimouse->signal_action.connect(sigc::ptr_fun(&callbacks::automap_multitouch_mouse_move)); tcAutomap->addControl(map_button); tcAutomap->signal_button.connect(sigc::ptr_fun(&callbacks::in_game)); tcAutomap->setAlpha(0.5); // Now inventory in the weapons control group! inv_buttons[GET_JETPACK] = new Button("jetpack", RectF(0, 3, 2, 5), "jetpack", gamefunc_Jetpack, false, false, true); inv_buttons[GET_FIRSTAID] = new Button("medkit", RectF(0, 5, 2, 7), "medkit", gamefunc_MedKit, false, false, true); inv_buttons[GET_HEATS] = new Button("nightv", RectF(0, 7, 2, 9), "nightvision", gamefunc_NightVision, false, false, true); inv_buttons[GET_HOLODUKE] = new Button("holoduke", RectF(0, 9, 2, 11), "holoduke", gamefunc_Holo_Duke, false, false, true); inv_buttons[GET_STEROIDS] = new Button("steroids", RectF(0, 11, 2, 13), "steroids", gamefunc_Steroids, false, false, true); tcGameWeapons->addControl(inv_buttons[GET_JETPACK]); tcGameWeapons->addControl(inv_buttons[GET_FIRSTAID]); tcGameWeapons->addControl(inv_buttons[GET_HEATS]); tcGameWeapons->addControl(inv_buttons[GET_HOLODUKE]); tcGameWeapons->addControl(inv_buttons[GET_STEROIDS]); // tcGameWeapons->addControl(inv_button); // Inventory are the only buttons so safe to do this tcGameWeapons->signal_button.connect(sigc::ptr_fun(&callbacks::inv_button)); // Weapons weaponWheel = new WheelSelect("weapon_wheel", RectF(7, 2, 19, 14), "weapon_wheel_orange_blank", 10); weaponWheel->signal_selected.connect(sigc::ptr_fun(&callbacks::select_weapon)); weaponWheel->signal_enabled.connect(sigc::ptr_fun(&callbacks::show_wheel)); tcGameWeapons->addControl(weaponWheel); tcGameWeapons->setAlpha(0.9); controlsContainer.addControlGroup(tcMenuMain); controlsContainer.addControlGroup(tcBackButton); controlsContainer.addControlGroup(tcGameMain); controlsContainer.addControlGroup(tcGameWeapons); controlsContainer.addControlGroup(tcAutomap); controlsContainer.addControlGroup(tcYesNo); controlsContainer.addControlGroup(tcBlankTap); tcGameMain->setAlpha(droidinput.gameControlsAlpha); tcGameWeapons->setAlpha(droidinput.gameControlsAlpha); tcMenuMain->setAlpha(droidinput.gameControlsAlpha); tcBackButton->setAlpha(droidinput.gameControlsAlpha); tcGameMain->setXMLFile(gamePath + "/control_layout_main.xml"); tcGameWeapons->setXMLFile(gamePath + "/control_layout_weapons.xml"); tcAutomap->setXMLFile(gamePath + "/control_layout_automap.xml"); setControlsContainer(&controlsContainer); controlsCreated = true; } void updateTouchScreenMode(touchscreemode_t mode) { // LOGI("updateTouchScreenModeA %d",mode); if (!controlsCreated) return; static touchscreemode_t lastMode = TOUCH_SCREEN_BLANK; if (mode != lastMode) { // first disable the last screen and fade out is necessary switch (lastMode) { case TOUCH_SCREEN_BLANK: // Does not exist yet break; case TOUCH_SCREEN_BLANK_TAP: tcBlankTap->resetOutput(); tcBlankTap->setEnabled(false); // Dont fade out as no graphics break; case TOUCH_SCREEN_YES_NO: tcYesNo->resetOutput(); tcYesNo->setEnabled(false); break; case TOUCH_SCREEN_MENU_NOBACK: tcBackButton->fade(FADE_IN, DEFAULT_FADE_FRAMES); case TOUCH_SCREEN_MENU: tcMenuMain->resetOutput(); tcMenuMain->fade(FADE_OUT, DEFAULT_FADE_FRAMES); break; case TOUCH_SCREEN_GAME: tcGameMain->resetOutput(); tcGameMain->fade(FADE_OUT, DEFAULT_FADE_FRAMES); tcGameWeapons->setEnabled(false); break; case TOUCH_SCREEN_AUTOMAP: tcAutomap->resetOutput(); tcAutomap->fade(FADE_OUT, DEFAULT_FADE_FRAMES); break; case TOUCH_SCREEN_CONSOLE: break; } // Enable the current new screen switch (mode) { case TOUCH_SCREEN_BLANK: // Does not exist yet break; case TOUCH_SCREEN_BLANK_TAP: tcBlankTap->setEnabled(true); break; case TOUCH_SCREEN_YES_NO: tcYesNo->setEnabled(true); tcYesNo->fade(FADE_IN, DEFAULT_FADE_FRAMES); break; case TOUCH_SCREEN_MENU_NOBACK: tcBackButton->fade(FADE_OUT, DEFAULT_FADE_FRAMES); case TOUCH_SCREEN_MENU: tcMenuMain->setEnabled(true); tcMenuMain->fade(FADE_IN, DEFAULT_FADE_FRAMES); // This is a bit of a hack, we need to enable the inventory buttons so they can be edited, they will not // be seen anyway break; case TOUCH_SCREEN_GAME: tcGameMain->setEnabled(true); tcGameMain->fade(FADE_IN, DEFAULT_FADE_FRAMES); tcGameWeapons->setEnabled(true); break; case TOUCH_SCREEN_AUTOMAP: tcAutomap->setEnabled(true); tcAutomap->fade(FADE_IN, DEFAULT_FADE_FRAMES); break; case TOUCH_SCREEN_CONSOLE: break; } lastMode = mode; } int inv = AndroidRead(R_PLAYER_INV_AMOUNT); for (int i = 0; i < GET_MAX; ++i) if (inv_buttons[i]) inv_buttons[i]->setAlpha(tcGameWeapons->getFadedAlpha() * ((inv & (1 << i)) ? 1.f : 0.3f)); backButtonEnabled = !tcBlankTap->enabled && mode != TOUCH_SCREEN_MENU_NOBACK; tcBackButton->setEnabled(backButtonEnabled); } extern char videomodereset; void AndroidDrawControls() { static int loadedGLImages = 0; if (videomodereset) { loadedGLImages = -1; return; } // We need to do this here now because duke loads a new gl context if (loadedGLImages <= 0) { controlsContainer.initGL(loadedGLImages == -1); loadedGLImages = 1; } // LOGI("AndroidDrawControls"); if (!controlsCreated) return; updateTouchScreenMode((touchscreemode_t)AndroidRead(R_TOUCH_MODE)); if (touchJoyLeft) touchJoyLeft->setHideGraphics(droidinput.hideStick); if (tcGameMain) tcGameMain->setAlpha(droidinput.gameControlsAlpha); if (tcGameWeapons) tcGameWeapons->setAlpha(droidinput.gameControlsAlpha); if (tcMenuMain) tcMenuMain->setAlpha(droidinput.gameControlsAlpha); if (tcBackButton) tcBackButton->setAlpha(droidinput.gameControlsAlpha); controlsContainer.draw(); if (controlsContainer.editingControls) tcBackButton->draw(); } #define EXPORT_ME __NDK_FPABI__ __attribute__((visibility("default"))) JNIEnv *env_; int argc = 1; const char *argv[32]; static inline const char *getGamePath() { return gamePath.c_str(); } jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_init(JNIEnv *env, jobject thiz, jstring graphics_dir, jint audio_rate, jint audio_buffer_size, jobjectArray argsArray, jstring jduke3d_path) { env_ = env; droidinfo.audio_sample_rate = audio_rate; droidinfo.audio_buffer_size = audio_buffer_size; argv[0] = "eduke32"; int argCount = (env)->GetArrayLength(argsArray); LOGI("argCount = %d", argCount); for (int i = 0; i < argCount; i++) { jstring string = (jstring)(env)->GetObjectArrayElement(argsArray, i); argv[argc] = (char *)(env)->GetStringUTFChars(string, 0); LOGI("arg = %s", argv[argc]); argc++; } gamePath = std::string(env->GetStringUTFChars(jduke3d_path, NULL)); // Change working dir, save games etc // FIXME: potentially conflicts with chdirs in -game_dir support chdir(getGamePath()); LOGI("duke3d_path = %s", getGamePath()); const char *p = env->GetStringUTFChars(graphics_dir, NULL); obbPath = std::string(p); LOGI("obbPath = %s", obbPath.c_str()); if (hasTouch) AndroidTouchInit(droidinfo.screen_width, droidinfo.screen_height, (obbPath + "/assets/").c_str()); else LOGI("skipping touch input"); main(argc, (char **)argv); return 0; } __attribute__((visibility("default"))) jint JNI_OnLoad(JavaVM *vm, void *reserved) { LOGI("JNI_OnLoad"); setTCJNIEnv(vm); jvm_ = vm; return JNI_VERSION_1_4; } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_keyPress(JNIEnv *env, jobject obj, jint down, jint keycode, jint unicode) { LOGI("keypress %d", keycode); if (controlsContainer.isEditing()) { if (down && (keycode == SDL_SCANCODE_ESCAPE)) controlsContainer.finishEditing(); return; } AndroidKeyEvent(down, keycode, unicode); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_touchEvent(JNIEnv *env, jobject obj, jint action, jint pid, jfloat x, jfloat y) { if (tcBackButton && backButtonEnabled) tcBackButton->processPointer(action, pid, x, y); // LOGI("TOUCHED"); controlsContainer.processPointer(action, pid, x, y); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_doAction(JNIEnv *env, jobject obj, jint state, jint action) { LOGI("doAction %d %d", state, action); // gamepadButtonPressed(); if (controlsCreated && hideTouchControls && tcGameMain) { if (tcGameMain->isEnabled()) tcGameMain->setEnabled(false); if (tcGameWeapons && tcGameWeapons->isEnabled()) tcGameWeapons->setEnabled(false); } AndroidAction(state, action); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogMove(JNIEnv *env, jobject obj, jfloat fwd, jfloat strafe) { AndroidMove(fwd, strafe); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_analogLook(JNIEnv *env, jobject obj, jfloat pitch, jfloat yaw) { AndroidLookJoystick(yaw, pitch); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_setTouchSettings(JNIEnv *env, jobject obj, int other) { // TODO: defined names for these values hasTouch = other & 0x4000 ? true : false; hideTouchControls = other & 0x8000 ? true : false; hwScaling = other & 0x10000 ? true : false; // keep in sync with Duke3d/res/values/strings.xml int doubletap_options[4] ={ -1, gamefunc_Quick_Kick, gamefunc_MedKit, gamefunc_Jetpack }; droidinput.left_double_action = doubletap_options[((other >> 4) & 0xF)]; droidinput.right_double_action = doubletap_options[((other >> 8) & 0xF)]; LOGI("setTouchSettings left_double_action = %d", droidinput.left_double_action); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_resetTouchSettings(JNIEnv *env, jobject obj) { controlsContainer.resetDefaults(); } std::string quickCommandString; jint EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_quickCommand(JNIEnv *env, jobject obj, jstring command) { const char *p = env->GetStringUTFChars(command, NULL); quickCommandString = std::string(p) + "\n"; env->ReleaseStringUTFChars(command, p); AndroidOSD(quickCommandString.c_str()); } void EXPORT_ME Java_com_voidpoint_duke3d_engine_NativeLib_setScreenSize(JNIEnv *env, jobject thiz, jint width, jint height) { droidinfo.screen_width = width; droidinfo.screen_height = height; } extern void SDL_Android_Init(JNIEnv *env, jclass cls); void EXPORT_ME Java_org_libsdl_app_SDLActivity_nativeInit(JNIEnv *env, jclass cls) { /* This interface could expand with ABI negotiation, calbacks, etc. */ SDL_Android_Init(env, cls); SDL_SetMainReady(); // SDL_EventState(SDL_TEXTINPUT,SDL_ENABLE); } }